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Theres documentation at https://sylvessa.zip/fourkit/ now. And a bunch of other changes. Check the discord server for a more comprehensive list
58 lines
2.2 KiB
C#
58 lines
2.2 KiB
C#
namespace Minecraft.Server.FourKit.Event.Block;
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using Minecraft.Server.FourKit.Block;
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using Minecraft.Server.FourKit.Entity;
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/// <summary>
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/// Called when a block is broken by a player.
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///
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/// If you wish to have the block drop experience, you must set the experience
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/// value above 0. By default, experience will be set in the event if:
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/// <list type="bullet">
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/// <item><description>The player is not in creative or adventure mode</description></item>
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/// <item><description>The player can loot the block (ie: does not destroy it completely, by using the correct tool)</description></item>
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/// <item><description>The player does not have silk touch</description></item>
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/// <item><description>The block drops experience in vanilla Minecraft</description></item>
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/// </list>
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///
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/// Note: Plugins wanting to simulate a traditional block drop should set the
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/// block to air and utilize their own methods for determining what the default
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/// drop for the block being broken is and what to do about it, if anything.
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///
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/// If a Block Break event is cancelled, the block will not break and experience
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/// will not drop.
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/// </summary>
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public class BlockBreakEvent : BlockExpEvent, Cancellable
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{
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private readonly Player _player;
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private bool _cancel;
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internal BlockBreakEvent(Block block, Player player, int exp)
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: base(block, exp)
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{
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_player = player;
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_cancel = false;
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}
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/// <summary>
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/// Gets the Player that is breaking the block involved in this event.
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/// </summary>
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/// <returns>The Player that is breaking the block involved in this event.</returns>
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public Player getPlayer() => _player;
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/// <summary>
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/// Gets the cancellation state of this event.
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/// </summary>
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/// <returns><c>true</c> if this event is cancelled.</returns>
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public bool isCancelled() => _cancel;
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/// <summary>
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/// Sets the cancellation state of this event. A cancelled event will not be
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/// executed in the server, but will still pass to other plugins.
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/// </summary>
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/// <param name="cancel"><c>true</c> if you wish to cancel this event.</param>
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public void setCancelled(bool cancel)
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{
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_cancel = cancel;
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}
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}
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